/* This script is a part of RTD2 plugin and is not meant to work by itself. If you were to edit anything here, you'd have to recompile rtd2.sp instead of this one. *** HOW TO ADD A PERK *** A quick note: This tutorial may not be kept up to date; for an updated one, go to the plugin's thread. 1. Set up: a) Have .sp in scripting/rtd. b) Add it to the includes in scripting/rtd/#perks.sp. c) Add a new section with a correct ID (highest one +1) to the config/rtd2_perks.cfg and set its settings. 2. Edit scripting/rtd/#manager.sp a) In a function named ManagePerk() add a new case to the switch() with your perk's ID. b) In the added case specify a function which is going to execute from .sp with parameters: 1) @client - the client the perk should be applied to/removed from 2) @fSpecialPref - the optional "special" value in config/rtd2_perks.cfg 2) @enable - to specify whether the perk should be applied/removed c) OPTIONAL: You can specify a function in your perk which should run at OnMapStart() in the Forward_OnMapStart() function. You will need it if you'd want to, for example, precache a sound or loop through existing clients. d) OPTIONAL: You can specify a function in your perk which should run at OnPlayerRunCmd() in the Forward_OnPlayerRunCmd() function. You can use it if you'd need something to run each frame or on a certain button press. NOTE: The forwarded client is guaranteed to be valid BUT NOT GUARANTEED IF THEY ARE ALIVE. 3. Script your perk: a) Create a public function in .sp with parameters @client, @iPref, @bool:apply as an example below - This is the only function used to transfer info between the core and the include - You don't need to include any includes that are in the rtd2.sp b) NOTE: If you need to transfer the iPref to a different function, set it globally but remember to use an unique name c) Name it AS SAME AS you named the function in the added case in the switch() in #manager.sp d) From there, script the functionality like there's no tomorrow e) You are free to use IsValidClient(). It returns false when: - An incorrect client index is specified - Client is not in game - Client is fake (bot) - Client is Coaching 4. Compile rtd2.sp and you're good to go! */ #define SCARYBULLETS_PARTICLE "ghost_glow" int g_bHasScaryBullets[MAXPLAYERS+1] = {false, ...}; int g_bScaryParticle[MAXPLAYERS+1] = {-1, ...}; float g_fScaryStunDuration = 4.0; void ScaryBullets_Start(){ HookEvent("player_hurt", Event_ScaryBullets_PlayerHurt); } void ScaryBullets_Perk(int client, const char[] sPref, bool apply){ if(apply) ScaryBullets_ApplyPerk(client, StringToFloat(sPref)); else ScaryBullets_RemovePerk(client); } void ScaryBullets_ApplyPerk(int client, float fDuration){ g_fScaryStunDuration = fDuration; g_bHasScaryBullets[client] = true; if(g_bScaryParticle[client] < 0) g_bScaryParticle[client] = CreateParticle(client, SCARYBULLETS_PARTICLE); } void ScaryBullets_RemovePerk(int client){ if(g_bScaryParticle[client] > MaxClients && IsValidEntity(g_bScaryParticle[client])){ AcceptEntityInput(g_bScaryParticle[client], "Kill"); g_bScaryParticle[client] = -1; } g_bHasScaryBullets[client] = false; } public void Event_ScaryBullets_PlayerHurt(Handle hEvent, const char[] sEventName, bool bDontBroadcast){ int attacker = GetClientOfUserId(GetEventInt(hEvent, "attacker")); if(!IsValidClient(attacker)) return; if(!g_bHasScaryBullets[attacker]) return; int victim = GetClientOfUserId(GetEventInt(hEvent, "userid")); if(attacker == victim) return; if(!IsClientInGame(victim)) return; if(victim < 1 || victim > MaxClients) return; if(IsPlayerAlive(victim) && GetEventInt(hEvent, "health") > 0 && !TF2_IsPlayerInCondition(victim, TFCond_Dazed)) TF2_StunPlayer(victim, g_fScaryStunDuration, _, TF_STUNFLAGS_GHOSTSCARE, attacker); }